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Repository of the game we built in the Global Game Jam 2015 event

Home Page: http://globalgamejam.org/2015/games/dodo

License: MIT License

C# 87.23% JavaScript 2.97% HTML 9.80%
unity3d game ggj2015

ggj15's Introduction

DoDo

License: MIT

Do Do is the multiplayer platform game we developed in 48 hours during Global Game Jam 2015 event. The game consists of various puzzles that can only be solved by cooperation of the two players. The 2015 GGJ took place from 23 to 25 January with 28,837 participants in 518 registered jam sites in 518 locations (78 countries). 5438 games were created. The theme of GGJ15 was "What do we do now?" and at the beginning of the game, 3 characters land into an unknown planet and their space-ship break down. They see a city far away and they decide to reach there. However, soon they will figure out that they have to act together (what do WE do now?) to successfully reach the city.

It is free and open source. 👏 🎉

Link to play (deprecated - unity web player): https://cdn.rawgit.com/anilbey/GGJ15/master/Dodo.html

Build

To build the game, you need to open the project folder (the one containing Assets and ProjectSettings) in Unity3D. Later, you can build the game into various platforms including Windows, Mac, Linux, PlayStation etc.

Screenshots

How to play: Control two characters to reach the city at the end of the road. Face puzzles that are not possible to solve with single character. PS: RIP DoDo

Jam Site: ATOM

Jam year: 2015

Diversifiers: Noise Generator: The mechanic of the game is based on players having to stay in constant communication with each other.

Platforms: MS Windows, Mac OS X, Linux / Unix, Web browser with special plugins or packaged apps

Credits: Serdar Südor, Dorukhan Gülöz, Mustafa Anıl Tuncel, İbrahim Cereci, Bedirhan Akcan, Tahsin Tolga Yavuz

Special thanks to Matthew Pablo, the composer the music used in main menu and gameplay.

ggj15's People

Contributors

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ggj15's Issues

Unity web player is deprecated

Unity web player is no longer supported. We were using it to deploy the game to the web.
Now a WebGL build is needed, however there is an issue regarding the use of WebGL in this project. See #3 for further detail.

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